OpenGL ES 2.0 emphasizes a programmable 3D graphics pipeline (comparing to fixed-function pipeline of OpenGL ES 1.1).

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1answer
99 views

How to specify colour in a single 32 bit value

I'm writing my first game using OpenGL 2 ES (for Android), and I've currently got a particle engine and some player sprites running successfully. I'm using 4 floats for the colour of each particle ...
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1answer
144 views

OpenGL (ES 2.0) Function Dependencies

In OpenGL (ES 2.0), there are many functions that can be called in any order, and still others that must be called after other functions had been called and not before. For example, attaching a shader ...
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2answers
42 views

Vertex Skinning Looks Messy on Real Android Device using Monodroid

I have no problem doing the "vertex skinning" for three-dimensional animation. All goes well when using the emulator (and genymotion). However, when run on a real device (such as Samsung and Lenovo) ...
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1answer
69 views

OpenGL ES draw pre-rendered background onto depth buffer

I want to create a scene with 2D pre-rendered background and 3D models for characters (like those classic Final fantasy games). For the background, I have 2 textures: one to be displayed, with ...
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0answers
18 views

Android OpenGLES, getting number of fragments passed depth test/Occlusion Query?

Afeter reading many blogs and searching on Internet, I did not get any sloution for getting number of fragments/pixels which are occludded or not occludded of the object on OpenGL ES3.0 Android ...
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1answer
26 views

Offset a camera/render without changing perspective

I need to offset a render so that the perspective / vanishing point doesn't change. Or another way to look at it is that I need to adjust the vanishing point in my view so that instead of being at ...
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0answers
12 views

Reversed OpenGL ES 2.0 Rotation Code (Android)

My rotation code seems to be 'reversed' - I'll explain further... In all the tutorials / examples I've seen online, there is something like this: public void rotate(float centerX, float centerY, ...
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1answer
71 views

Interpolating rotated objects

I've finally got interpolation working to 'smooth' out movement, however it doesn't seem to work for objects that are rotating (around their own center) - when I try to do this, the objects in ...
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0answers
42 views

geometry shader shim for opengl es 2.0

I just have a few months of OpenGL experience, just starting to get the hang of it. I find geometry/vertex/fragment shaders to be very powerful. You have a few parameters that translates into a ...
3
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1answer
77 views

Desaturate texture using mask in OpenGL 2

I have a very large texture i am using as background and i want to apply a filter to a small part of it, the "small part" is defined by the alpha layer of another texture i have (which is still ...
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0answers
52 views

How to pause animation when leaderboard is displayed?

I've notived in some games from the Play Store that when you access the Play Games Leaderboard, the game itself is still visible in the background (as if the leaderboard activity is 'transparent') and ...
7
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2answers
185 views

How to avoid subpixel values in a resolution independent 2D game with orthographic projection?

I'm trying to do resolution independent rendering of moving sprites in a 2D game. My plan is work in a fixed coordinate system in my world (for example 960x540) and use orthographic projection to ...
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1answer
65 views

Opengl ES 2.0: Is there a way to use less resources to draw in-game background texture

1.Should my in-game background be drawn with my game loop renderer, or if 2.I don't want to draw my background image every frame in my main renderer since it could possibly be a heavy job while the ...
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1answer
75 views

Does scaling affect performance in OpenGL? [closed]

I've never been able to understand the best practice in this context. I usually want to ship my game with as minimum size as possible. So whereever possible, I try to use scaling of my graphics. Let's ...
1
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1answer
71 views

cocos2d-x “immediate mode”?

I have some c++ game code that draws the game state on each game-loop cycle in "immediate mode". By that I mean that the game code does not add the sprites to be drawn to any sort of "scene graph" or ...
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0answers
67 views

OpenGL ES 2.0 state management best practices [closed]

I use a game engine with dynamic sprite batching for 2D games on mobile platforms (MOAI SDK). It already handles redundant state changes pretty well - with the use of texture atlases it only flushes ...
0
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1answer
41 views

Batching and object's transformation

I'm trying to implement batching in my game (Sprite batching and 3D Mesh batching), I've read a lot of documentation about that but I don't understand something: When each object have is own ...
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0answers
37 views

Barycentric vertex coordinates in GLES 2.0

I have a certain set of polygons, which are stored in a vertex buffer and an index buffer. The polygons are textureless and normalless. The polygons are dynamic, their buffers get constantly emptied ...
0
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1answer
62 views

Java Buffers and OpenGL ES 2.0 (Android)

I've been trying to come up with a good solution for preloading textures asynchronously, but in Android with OpenGL ES you cannot create a texture out of context. Would the proper solution be to load ...
1
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1answer
56 views

Replace each white spot of image to radial gradient

Recently, I have read article about sun shader (XNA Sun Shader) and decided to implement it using OpenGL ES 2.0. But I faced with a problem connected with shader: I have two textures, one of them is ...
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0answers
134 views

Android - OpenGL ES 2 - Cube with different texture in each side

I need to create a 3d cube, with a different texture on each side. Here is my cube class, which my other classes extend: import java.nio.ByteBuffer; import java.nio.ByteOrder; import ...
0
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2answers
288 views

How to change from 60FPS to 30FPS while keeping things smooth?

Here is my current game loop: final int ticksPerSecond = 60; final int skipTicks = (1000 / ticksPerSecond); float dt = 1f/ticksPerSecond; while(System.currentTimeMillis() > nextGameTick ...
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0answers
85 views

Vsync and Gameloops

I was about to publish my app but I tested it on a cheap Android tablet. It's anew tablet, but a cheap / low spec one. The game runs, but is pretty choppy. I'm made a discovery that quite surprised ...
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3answers
299 views

Reducing APK File Size by using JPG instead of PNG for game background images

I've just finished my (openGL ES 2.0 Android) game and it's almost ready for Alpha-testing. When I export the application to an APK File, the file is taking up 16MB and I would like to reduce this as ...
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2answers
94 views

Bad pixels on shader when loading cached binary programs

I have been trying to cache binary shader programs in my game and load them accordingly using "glGetProgramBinaryOES" and "glProgramBinaryOES" respectively. I was successfully able to cache and load ...
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1answer
40 views

XY Location scaling with varying density screens

I have a phone with resolution H=1280,W=720,Density=2 I have a tablet with resolution H=1216,W=800,Density=1.331 I drew a rectangle on my phone with corners Left,Top (-1.6,1.55), Right,Bottom ...
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0answers
47 views

Camera movement in Super Hexagon

I do realize there is no camera in OpenGL ES 2, but from my understanding you can simulate one using view and projection matrices. I'm using Android, by the way. Here's a video of the game, in case ...
0
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1answer
107 views

Re-using one texture for multiple OpenGL Quads

I've been looking over my code and I'm just wondering, when I set a texture for say, 20 quads that need to use the same texture, it seems as though I'm creating a new texture each time...... surely ...
0
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2answers
58 views

How to obtain the currently bound texture ID in an openGL ES 2.0 project

In my game, I have: GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texID); Where texID is an integer returned by my setTexture() method. Let's say, in this instance it's 1. When I bind my textures ...
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0answers
56 views

Scaling issues with Open GL viewport / scissor box (Trying to draw outside of viewport)

In my game I am currently scaling the viewport so it retains the ratio of my development device like so: width = (int) Math.min(deviceWidth, deviceHeight * 1.702127659574468); //1.702127659574468 is ...
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0answers
116 views

Export Blender 3D animation to be played by Android OpenGLES

Below code snippet shows the way to export coordinate of bones: def export_bone_matrix(armature, bone, label, file_handler): SystemMatrix = Matrix.Scale(-1, 4, Vector((0, 0, 1))) * ...
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2answers
192 views

Confusion over GLViewport

I'm hoping someone can help me understand the GLViewport and what happens when we resize it This will illustrate my confusion.... So, here I have a quad stuck in the middle of the screen. If I ...
8
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1answer
147 views

How can I reliably implement GPU skinning in Android?

I'm trying to get character skinning working on Android. The idea is quite vanilla: I have my skinning matrices, and along with each vertex, I send up to four matrix indices and four corresponding ...
0
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0answers
41 views

Deleteing Textures in Android OpenGL ES 2.0

I'm confused about how to delete a previously applied texture. So, I've applied my texture and am happily rendering it. I decide I want to delete the texture, so this is what I've tried...... void ...
0
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1answer
53 views

Storing object position and rotation

I only superficially understand the idea and I can't find any thorough explanation (partially because I can't find very good keywords to Google - English is not my first language): Although I ...
1
vote
1answer
134 views

Drawing flaming letters in 3D with OpenGL ES 2.0

I am a bit confused about how to achieve this. What I want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve ...
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0answers
65 views

Very basic OpenGL ES 2 error

This is an incredibly simple shader, yet I'm having a lot of trouble understanding what's wrong with it. I'm trying to send a float to my fragment shader. Its purpose is to adjust the alpha of the ...
7
votes
1answer
228 views

How do I reconfigure my GLES frame buffer after a rotation?

Note: In order to keep the question as simple as possible, I am actively changing the body of the question to reflect the current state of affairs, instead of adding stuff at the bottom. I am ...
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0answers
94 views

Displaying and updating score in Android (OpenGL ES 2)

I'm using a FrameLayout where I have a GLSurfaceView at the bottom and a few Views on top of it. One of those Views is a TextView that displays the current score. Here's how I'm updating the score ...
0
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1answer
85 views

glGetActiveAttrib on Android NDK

In my code-base I need to link the vertex declarations from a mesh to the attributes of a shader. To do this I retrieve all the attribute names after linking the shader. I use the following code (with ...
0
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1answer
178 views

Progress bar in Super Hexagon using OpenGL ES 2 (Android)

I'm wondering how the progress bar in Super Hexagon was made. (see image, top left) Actually I am not very sure how to implement a progress bar at all using OpenGL ES 2 on Android, but I am asking ...
0
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2answers
206 views

OpenGL 2.0 - How to swap buffers for color picking

I'm trying to reproduce color picking on iOS, following the technique described here: http://www.lighthouse3d.com/opengl/picking/index.php3?openglway2, with OpenGL ES 2.0. When the user touches the ...
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vote
1answer
101 views

Brighter pixels around area (OpenGL ES 2)

I'm trying to achieve an effect like in the image bellow. Basically I will have a 2D texture and I want a small area around a point (let's call it "light source") to be slightly better lit (i.e. be ...
1
vote
1answer
158 views

In 3D camera math, calculate what Z depth is pixel unity for a given FOV

I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is ...
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0answers
74 views

Threading in Android OpenGL ES 2.0

Background I've encountered a strange issue when testing my level-select screen. I have 20 levels and display the 'select buttons' for them in 2 rows of 10 (I did this rather than display 4 rows of ...
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2answers
150 views

OpenGL ES 2 jittery camera movement

First of all, I am aware that there's no camera in OpenGL (ES 2), but from my understanding proper manipulation of the projection matrix can simulate the concept of a camera. What I'm trying to do ...
0
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1answer
347 views

Is ETC2 Texture Compression available in OpenGL ES 2.0?

However, I have an ES 2.0 app and would like to use ETC2 texture compression if it is available (i.e. I am running on a device that supports ES 3.0 standard). Is it possible to use ETC2 in ES ...
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vote
1answer
153 views

OpenGL and atlas

I'm trying to draw element from a texture atlas with OpenGL ES 2. Currently, I'm drawing my elements using something like that in the shader: uniform mat4 uCamera; uniform mat4 uModel; attribute ...
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0answers
102 views

Moving objects smoothly, bad perfomance

I just finished developing my mini-game on Android and I got some questions about perfomance and generally "how to": If I have 25+ objects on the creeen (just a polygon with 7-8 angles) its starts to ...
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2answers
340 views

How can I read from multiple textures in an OpenGL ES 2 shader?

How can I enable more than one texture in OpenGL ES 2 so that I can sample from all of them in my shader? For example, I'm trying to read from two different textures in my shader for the player's car. ...